2018-02-21 23:05:17 +01:00
// ImGui Renderer for: DirectX11
// This needs to be used along with a Platform Binding (e.g. Win32)
2018-02-05 20:34:11 +01:00
// Implemented features:
2018-06-11 12:33:51 +02:00
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
2018-06-12 16:24:24 +02:00
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
2016-03-24 11:00:47 +01:00
2015-11-29 12:25:15 +01:00
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
2015-10-13 17:53:43 +02:00
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
2015-11-29 12:25:15 +01:00
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
2015-03-09 14:45:23 +01:00
// https://github.com/ocornut/imgui
struct ID3D11Device ;
struct ID3D11DeviceContext ;
2018-02-16 23:04:17 +01:00
IMGUI_API bool ImGui_ImplDX11_Init ( ID3D11Device * device , ID3D11DeviceContext * device_context ) ;
2015-08-24 14:02:51 +02:00
IMGUI_API void ImGui_ImplDX11_Shutdown ( ) ;
IMGUI_API void ImGui_ImplDX11_NewFrame ( ) ;
2018-02-16 19:18:16 +01:00
IMGUI_API void ImGui_ImplDX11_RenderDrawData ( ImDrawData * draw_data ) ;
2015-03-09 14:45:23 +01:00
2015-03-09 15:51:10 +01:00
// Use if you want to reset your rendering device without losing ImGui state.
2015-08-24 14:02:51 +02:00
IMGUI_API void ImGui_ImplDX11_InvalidateDeviceObjects ( ) ;
IMGUI_API bool ImGui_ImplDX11_CreateDeviceObjects ( ) ;